點此下載源文件
/*
MainApp.hpp
*/
#ifndef MAINAPP_HPP
#define MAINAPP_HPP
#include <GL/gl.h>
#include <SDL/SDL.h>
#define ImageWidth 64
#define ImageHeight 64
class MainApp
{
public:
??? MainApp();
??? ~MainApp();
??? void loop();???
??? void quit();???
???
private:???
??? void initGL();
??? void initTexture();
??? void makeImage();
??? void destroyGL();
??? void onKeyDown(const SDL_Event &event);
??? void draw();
??? bool running;
??? GLubyte Image[ImageWidth][ImageHeight][3];
};
#endif
/*
MainApp.cpp
*/
#include <GL/gl.h>
#include <SDL/SDL.h>
#include "MainApp.hpp"
MainApp::MainApp():running(true)
{
?? ?initGL();
}
MainApp::~MainApp()
{
?? ?destroyGL();
}
void MainApp::initGL()
{
?? ?SDL_Init(SDL_INIT_VIDEO);
?? ?SDL_SetVideoMode(600,300,16,SDL_OPENGL);
?? ?glClearColor(0,0,0,0);
?? ?initTexture();
}
/* 創建紋理 */
void MainApp::makeImage(void)
{
??? int i, j, r,g,b;
??? for (i = 0; i < ImageWidth; i++)
?? ?{
?? ??? ?for (j = 0; j < ImageHeight; j++)
?? ??? ?{
?? ??????? r=(i*j)%255;
?? ??? ???? g=(4*i)%255;
?????? ??? ?b=(4*j)%255;
?? ???????? Image[i][j][0] = (GLubyte) r;
?????? ??? ?Image[i][j][1] = (GLubyte) g;
?? ??? ???? Image[i][j][2] = (GLubyte) b;
?? ??? ?}
??? }
}
void MainApp::initTexture()
{
?? ?makeImage();
?/*? 定義紋理 */
??? glTexImage2D(GL_TEXTURE_2D, 0, 3, ImageWidth,
??? ImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
??? &Image[0][0][0]);
? /*? 控制濾波 */
??? glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
?? glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
??? glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
??? glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
/*? 說明映射方式*/
?? glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
/*? 啟動紋理映射 */
??? glEnable(GL_TEXTURE_2D);
}
void MainApp::destroyGL()
{
?? ?SDL_Quit();
}
void MainApp::loop()
{
?? ?SDL_Event event;
?? ?while(running)
?? ?{
?? ??? ?while(SDL_PollEvent(&event))
?? ??? ?{
?? ??? ??? ?switch(event.type)
?? ??? ??? ?{
?? ??? ??? ?case SDL_KEYDOWN:
?? ??? ??? ??? ?onKeyDown(event);
?? ??? ??? ??? ?break;
?? ??? ??? ?}
?? ??? ?}
?? ??? ?SDL_Delay(50);
?? ??? ?draw();
?? ?}
}
void MainApp::quit()
{
?? ?running=false;
}
void MainApp::onKeyDown(const SDL_Event &event)
{
?? ?switch(event.key.keysym.sym)
?? ?{
?? ?case SDLK_ESCAPE:
?? ??? ?quit();
?? ?}
}
void MainApp::draw()
{
?? ?glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
?? ?glBegin(GL_QUADS);
?? ??? ?glColor3f(1,1,1);
?? ??? ?glTexCoord2f(0,0);glVertex3f(-0.5,-0.5,-0.5);
?? ??? ?glTexCoord2f(0,1);glVertex3f(-0.5,0.5,-0.5);
?? ??? ?glTexCoord2f(1,1);glVertex3f(0.5,0.5,0.5);
?? ??? ?glTexCoord2f(1,0);glVertex3f(0.5,-0.5,0.5);
?? ?glEnd();
?? ?
?? ?SDL_GL_SwapBuffers();
}
int main(int argc,char* argv[])
{
?? ?MainApp app;
?? ?app.loop();?? ?
}
posted on 2006-10-17 18:42
四海 閱讀(1405)
評論(0) 編輯 收藏 引用